dfcaverns/df_caverns/level2.lua
FaceDeer 98fb313eb1
Primordial cavern layer (#12)
* bring in the art assets from ClockGen's "better_caves_modpack" under CC BY 4.0,, code written from scratch.

* update mapgen_helper

* import ClockGen's giant mushroom schematics, make them and giant ferns growable

* add giant jungle mushroom, rough out actual cavern layer code framework

* fungal ceiling decorations

* decorate fungal floor a bit

* update mapgen_helper

* update primordial mushroom schematic placement to ensure it fits

* add giant mycelium fungoidal structure

* add giant mycelium to mapgen

* fix settings for giant mycelium

* make mycelium grow when players aren't present

* allow mycelium growth to pause when it hits unloaded areas

* add a use for giant mycelium

* make giant mushrooms edible, make jungle trees growable

* rough out the jungle biome

* Make a spectrum of jungle growth

* optimize pngs, add is_ground_content to everything

* use custom is_ground_content method

* fix a crash with veinstone, and simplify nvals_cave lookup now that overgen covers the same area

* more fixes for overgen support

* remove unintentional airspace from underside of slade

* fix for overgen crash in level 2

* primordial column material, add sealed shafts to underworld

* add seal block

* Set up puzzle seals to be able to dig a staircase shaft through the slade layer. TODO: the puzzle to guard the trigger.

* puzzle seals now fully functional. Need to add clues for decoding the keys next.

* add a small bit of anti-griefing - the seal breach bell only tolls globally 13 times per activation

* add flowers to the underworld warrior bones

* switch to a different key bell

* fancy up the puzzle seal temples with some custom blocks, add sub-slade grid passages

* add a clue to the seal formspec

* tweak background of inscription 2 so it's less obviously a copy of the background for inscription 1

* switch to compositing to save a few bytes

* fancy up the seal's upper surface with inscriptions to make the formspec feel consistent

* puzzle particle, bones were only spawning on top of structures

* fix ice/oil on level 3, tweak some loot probabilities

* add trail mod support

* remove deprecated files

* boost default plant growth delay, add growing selection boxes

* update map colours

* add named waypoints to the underworld

* try a more efficient way of changing the interiors of columns

* polishing up the Primordial layer

* update guide with some Primordial teasers

* updated magma sea screenshot

* update mapgen_helper and subterrane

* reduce density of megaflora a bit - was too hard to walk through

* spreading_dirt_type depends on light, create my own ABM instead

* add names to the glowing pits and some of the ruins

* separate setting for ruin markers

* record identity of slade-breachers

* make mycelia climbable

* update subterrane

* change surface tunnel detection to allow above-ground stalactites and stalagmites

* add rare thicker Goblin Caps, suitable for use as huts.

* better goblin cap schematics

* update colours

* make it slightly harder to dig down through amethyst sheathing of pits

* fixing up fungus light sensitivity, tree growth code

* fix a few minor bugs

* update deprecated functions

* add various eating sounds

* make mapping kit requirement more flexible

* update spindlestem growth code, remove deprecated functions

* fix leftover undefined variable

* add fireflies to primordial, spread out the post-mapgen node timer for plant matter a bit more.

* fix bones formspec

* add lbm to upgrade old bones

* fix slade undiggability

* make torchspines smokey and manually lightable

* fix drop definitions

* generate dry stalactites in near-surface caverns.

* caverns become far too smokey, alas

* add pitter patter of spore tree spores, alternate paper recipe

* new mapgen_helper metrics

* add smokey back to torchspine now that it can be dialed down a bit

* replace glowstone texture with a new animated one

* switch from ABM to node timer for mapgen mycelium growth

* make mapgen mycelium timer delay configurable

* improve the efficiency of giant mycelium growth using flat node array, fewer dereferences

* remove the smoke from torchspines again - it doesn't dissipate that deep underground

* give slade a more muted, gloomy hue to differentiate it from nether stone

* update screenshots with new slade colors

* update mapgen_helper
2020-02-12 23:49:17 -07:00

382 lines
14 KiB
Lua

local c_water = minetest.get_content_id("default:water_source")
local c_air = minetest.get_content_id("air")
local c_dirt = minetest.get_content_id("default:dirt")
local c_dirt_moss = minetest.get_content_id("df_mapitems:dirt_with_cave_moss")
local c_wet_flowstone = minetest.get_content_id("df_mapitems:wet_flowstone")
local c_dry_flowstone = minetest.get_content_id("df_mapitems:dry_flowstone")
local c_veinstone = minetest.get_content_id("df_mapitems:veinstone")
local wall_vein_perlin_params = {
offset = 0,
scale = 1,
spread = {x = 50, y = 50, z = 50},
seed = 2199,
octaves = 3,
persist = 0.63,
lacunarity = 2.0,
flags = "eased",
}
local c_pearls = minetest.get_content_id("df_mapitems:cave_pearls")
local subsea_level = df_caverns.config.level2_min - (df_caverns.config.level2_min - df_caverns.config.level1_min) * 0.33 -- "sea level" for the flooded caverns.
local flooding_threshold = math.min(df_caverns.config.tunnel_flooding_threshold, df_caverns.config.cavern_threshold) -- cavern value out to which we're flooding tunnels and warrens
local get_biome = function(heat, humidity)
if humidity < 23 then -- about 20% of locations fall below this threshold
return "barren"
elseif heat < 40 then
return "goblincap" -- about 33% are below this threshold
elseif heat < 60 then
return "sporetree" -- another 33%
else
return "tunneltube"
end
end
local goblin_cap_shrublist
local tunnel_tube_shrublist
local spore_tree_shrublist
if minetest.get_modpath("df_farming") then
goblin_cap_shrublist = {
df_farming.spawn_plump_helmet_vm,
df_farming.spawn_plump_helmet_vm,
df_farming.spawn_dead_fungus_vm,
df_farming.spawn_cavern_fungi_vm,
}
tunnel_tube_shrublist = {
df_farming.spawn_sweet_pod_vm,
df_farming.spawn_cave_wheat_vm,
df_farming.spawn_cave_wheat_vm,
df_farming.spawn_dead_fungus_vm,
df_farming.spawn_cavern_fungi_vm,
}
spore_tree_shrublist = {
df_farming.spawn_pig_tail_vm,
df_farming.spawn_pig_tail_vm,
df_farming.spawn_cave_wheat_vm,
df_farming.spawn_dead_fungus_vm,
df_farming.spawn_cavern_fungi_vm,
}
end
local c_red = minetest.get_content_id("df_trees:spindlestem_cap_red")
local goblin_cap_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
local ystride = area.ystride
if abs_cracks < 0.1 then
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
elseif data[vi-ystride] ~= c_air then -- leave the ground as rock if it's only one node thick
if math.random() < 0.25 then
data[vi] = c_dirt
else
data[vi] = c_dirt_moss
end
if math.random() < 0.1 then
df_caverns.place_shrub(vi+ystride, area, data, data_param2, goblin_cap_shrublist)
elseif math.random() < 0.02 then
df_trees.spawn_spindlestem_vm(vi+ystride, area, data, data_param2, c_red)
elseif math.random() < 0.015 then
df_trees.spawn_goblin_cap_vm(vi+ystride, area, data, data_param2)
end
end
end
local spore_tree_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
local ystride = area.ystride
if abs_cracks < 0.1 then
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
elseif data[vi-ystride] ~= c_air then -- leave the ground as rock if it's only one node thick
if math.random() < 0.25 then
data[vi] = c_dirt
else
data[vi] = c_dirt_moss
end
if math.random() < 0.1 then
df_caverns.place_shrub(vi+ystride, area, data, data_param2, spore_tree_shrublist)
elseif math.random() < 0.05 then
df_trees.spawn_spore_tree_vm(vi+ystride, area, data, data_param2)
end
end
end
local tunnel_tube_cavern_floor = function(abs_cracks, vert_rand, vi, area, data, data_param2)
local ystride = area.ystride
if abs_cracks < 0.1 then
df_caverns.stalagmites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
elseif data[vi-ystride] ~= c_air then -- leave the ground as rock if it's only one node thick
if math.random() < 0.25 then
data[vi] = c_dirt
else
data[vi] = c_dirt_moss
end
if math.random() < 0.1 then
df_caverns.place_shrub(vi+ystride, area, data, data_param2, tunnel_tube_shrublist)
elseif math.random() < 0.05 then
df_trees.spawn_tunnel_tube_vm(vi+ystride, area, data, data_param2)
end
end
end
local decorate_level_2 = function(minp, maxp, seed, vm, node_arrays, area, data)
math.randomseed(minp.x + minp.y*2^8 + minp.z*2^16 + seed) -- make decorations consistent between runs
local heatmap = minetest.get_mapgen_object("heatmap")
local humiditymap = minetest.get_mapgen_object("humiditymap")
local data_param2 = df_caverns.data_param2
vm:get_param2_data(data_param2)
local nvals_cracks = mapgen_helper.perlin2d("df_cavern:cracks", minp, maxp, df_caverns.np_cracks)
local nvals_cave = node_arrays.nvals_cave
local cave_area = node_arrays.cave_area
local cavern_def = node_arrays.cavern_def
local vein_noise
local vein_area
-- Partly fill flooded caverns and warrens
for vi, x, y, z in area:iterp_yxz(area.MinEdge, area.MaxEdge) do
local cave_val = nvals_cave[vi]
if cave_val < -flooding_threshold then
if mapgen_helper.is_pos_within_box({x=x, y=y, z=z}, minp, maxp) then
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local cave_threshold = cavern_def.cave_threshold
--check if we're just inside the boundary of the (negazone) cavern threshold
if biome_name == "barren" and cave_val < -cave_threshold and cave_val > -cave_threshold - 0.01 then
-- add giant rooty structures to the flooded barren caverns
if vein_noise == nil then
vein_noise, vein_area = mapgen_helper.perlin3d("df_caverns:wall_veins", minp, maxp, wall_vein_perlin_params)
end
if data[vi] == c_air and math.abs(vein_noise[vein_area:transform(area, vi)]) < 0.02 then
data[vi] = c_veinstone
end
end
end
if data[vi] == c_air and y <= subsea_level then
data[vi] = c_water -- otherwise, fill air with water when below sea level
end
end
end
---------------------------------------------------------
-- Cavern floors
for _, vi in ipairs(node_arrays.cavern_floor_nodes) do
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local abs_cracks = math.abs(nvals_cracks[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if minp.y < subsea_level and area:get_y(vi) < subsea_level and flooded_caverns then
-- underwater floor
df_caverns.flooded_cavern_floor(abs_cracks, vert_rand, vi, area, data)
elseif biome_name == "barren" then
if flooded_caverns then
df_caverns.wet_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
else
df_caverns.dry_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
end
elseif biome_name == "goblincap" then
goblin_cap_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
elseif biome_name == "sporetree" then
spore_tree_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
elseif biome_name == "tunneltube" then
tunnel_tube_cavern_floor(abs_cracks, vert_rand, vi, area, data, data_param2)
end
end
--------------------------------------
-- Cavern ceilings
for _, vi in ipairs(node_arrays.cavern_ceiling_nodes) do
local vert_rand = mapgen_helper.xz_consistent_randomi(area, vi)
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local abs_cracks = math.abs(nvals_cracks[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level then
-- underwater ceiling, do nothing
elseif biome_name == "barren" then
if flooded_caverns then
-- wet barren
if abs_cracks < 0.1 then
df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, true)
end
else
-- dry barren
if abs_cracks < 0.075 then
df_caverns.stalactites(abs_cracks, vert_rand, vi, area, data, data_param2, false)
end
local y = area:get_y(vi)
local y_proportional = (y - df_caverns.config.level1_min) / (df_caverns.config.level2_min - df_caverns.config.level1_min)
if abs_cracks * y_proportional > 0.3 and math.random() < 0.005 * y_proportional then
df_mapitems.place_big_crystal_cluster(area, data, data_param2, vi, math.random(0,1), true)
end
end
else -- all the other biomes
df_caverns.glow_worm_cavern_ceiling(abs_cracks, vert_rand, vi, area, data, data_param2)
end
end
----------------------------------------------
-- Tunnel floors
for _, vi in ipairs(node_arrays.tunnel_floor_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
if flooded_caverns or biome_name ~= "barren" then
-- we're in flooded areas or are not barren
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
else
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
end
end
end
------------------------------------------------------
-- Tunnel ceiling
for _, vi in ipairs(node_arrays.tunnel_ceiling_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
local ystride = area.ystride
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
if flooded_caverns or biome_name ~= "barren" then
-- we're in flooded areas or are not barren
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
else
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
end
if not flooded_caverns and (biome_name == "barren" or biome_name == "sporetree") and nvals_cracks[index2d] > 0.5 then
for i= 1, 4 do
if math.random() > 0.5 then
local index = vi-i*ystride
if data[index] == c_air then
df_mapitems.place_against_surface_vm(c_pearls, index, area, data, data_param2)
end
end
end
end
else
-- air pockets
local ystride = area.ystride
local cracks = nvals_cracks[index2d]
if cracks > 0.4 and data[vi-ystride] == c_water then
data[vi-ystride] = c_air
if cracks > 0.6 and data[vi-ystride*2] == c_water then
data[vi-ystride*2] = c_air
end
end
end
end
----------------------------------------------
-- Warren floors
for _, vi in ipairs(node_arrays.warren_floor_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
if flooded_caverns or biome_name ~= "barren" then
-- we're in flooded areas or are not barren
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
else
df_caverns.tunnel_floor(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
end
end
end
------------------------------------------------------
-- Warren ceiling
for _, vi in ipairs(node_arrays.warren_ceiling_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local flooded_caverns = nvals_cave[vi] < 0 -- this indicates if we're in the "flooded" set of caves or not.
local ystride = area.ystride
if not (flooded_caverns and minp.y < subsea_level and area:get_y(vi) < subsea_level) then
if flooded_caverns or biome_name ~= "barren" then
-- we're in flooded areas or are not barren
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, true)
else
df_caverns.tunnel_ceiling(minp, maxp, area, vi, nvals_cracks, data, data_param2, false)
end
if not flooded_caverns and (biome_name == "barren" or biome_name == "sporetree") and nvals_cracks[index2d] > 0.5 then
for i= 1, 4 do
if math.random() > 0.5 then
local index = vi-i*ystride
if data[index] == c_air then
df_mapitems.place_against_surface_vm(c_pearls, index, area, data, data_param2)
end
end
end
end
else
-- air pockets
local cracks = nvals_cracks[index2d]
if cracks > 0.4 and data[vi-ystride] == c_water then
data[vi-ystride] = c_air
if cracks > 0.6 and data[vi-ystride*2] == c_water then
data[vi-ystride*2] = c_air
end
end
end
end
----------------------------------------------
-- Column material override for dry biome
for _, vi in ipairs(node_arrays.column_nodes) do
local index2d = mapgen_helper.index2di(minp, maxp, area, vi)
local biome_name = get_biome(heatmap[index2d], humiditymap[index2d])
local dry = (biome_name == "barren") and (nvals_cave[vi] > 0)
if dry and data[vi] == c_wet_flowstone then
data[vi] = c_dry_flowstone
end
end
vm:set_param2_data(data_param2)
end
subterrane.register_layer({
name = "cavern layer 2",
y_max = df_caverns.config.level1_min-1,
y_min = df_caverns.config.level2_min,
cave_threshold = df_caverns.config.cavern_threshold,
boundary_blend_range = 64, -- range near ymin and ymax over which caves diminish to nothing
perlin_cave = df_caverns.perlin_cave,
perlin_wave = df_caverns.perlin_wave,
solidify_lava = true,
columns = {
maximum_radius = 15,
minimum_radius = 4,
node = "df_mapitems:wet_flowstone",
weight = 0.25,
maximum_count = 50,
minimum_count = 5,
},
decorate = decorate_level_2,
warren_region_variability_threshold = 0.33,
double_frequency = true,
is_ground_content = df_caverns.is_ground_content,
})